It seems like there's no item progression in Bobby's gun sortiment. Same guns as the first day and I'm now in day 44 atleast.

What is your current game progress? (press [v] in tactical screen)
How many towns you have captured?[/quote]

I've captured four towns and two SAM-sites. Progression shows 54/53(?). Is there anything to do to unlock more weapons in the game? I play on "drop every item" setting also and so far I only encounter FN FALs and I'm getting a bit bored of those

It seems that I can't recruit all the miners in the different towns. I couldn't recruit either Matt or Calvin, but it says that there's already a headminer when I try to put others to the task. I've tried with mercs with really good leadership and wisdom to try and recruit them but nothing.

I would love to read any kind of hint and tricks for the game, don't really mind any spoilers. If anyone want to help me out!

It seems that I can't recruit all the miners in the different towns. I couldn't recruit either Matt or Calvin, but it says that there's already a headminer when I try to put others to the task. I've tried with mercs with really good leadership and wisdom to try and recruit them but nothing.

I would love to read any kind of hint and tricks for the game, don't really mind any spoilers. If anyone want to help me out!

Take a look at PCM_Readme.TXT in \Data-PCM folder if you don't want to find out needed condition for Matt ;)

Well, normally Calvin should be recruitable simply be clicking on Recruit? Do you have a save game? Anyone else has this problem?

I've captured four towns and two SAM-sites. Progression shows 54/53(?). Is there anything to do to unlock more weapons in the game? I play on "drop every item" setting also and so far I only encounter FN FALs and I'm getting a bit bored of those

Army weapons are more or less standard, but different types of enemies use different weapons, regulars use more 7.62x39 and 7.62x51, elites use more 5.56x45, admins use older weapons.
There will be more modern weapons from enemy on higher game progress when you capture more towns.
You should be able also to buy some more rare weapons from Tony.
Playing with drop all is not recommended as it mostly ruins game economical and weapon balance, but it's always player's choice.

Sorry I don't have any save from that. If I encounter the same problem in my new save I will let you know Scheinworld, thanks for the quick feedback!

I know it might ruin economical and weapon balance, but I'm a gun freak and useless (and a bit lazy) when it comes to the economics I even would like to tweak the starting money, but it seems it doesnt work by using the ini editor? Any other place to boost the $$?

For some reason my mercs can't train other mercs in drassen mine, they also never get tired while assigned to tasks, it's some sort of hidden facility feature there?

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I'm the same ;P I worry about not having enough ammo or not having good enough guns to use.

So what you're saying is FN Fals and such should be the norm and you can't ever get any better stuff from Bobby Ray's? What if I turned BR's quality up?

Also been super super addicted to this game. Haven't run into any more bugs otherwise you'd see them posted here already ;) I think its more stable that most other mods!

I'm the exact opposite, i always set item progression on very slow, as i like to find stuff progressively, it make the game more enterteining in the long run,
so also i like BR don't sell all the best stuff, and i have to find it on the field, for the same reason, otherwise i will probably get bored as soon as i can't improve my equip.
Well, this may be not the case of vengeance, since the new content will make you enterteined for atleast the first run, but still...

For some reason my mercs can't train other mercs in drassen mine, they also never get tired while assigned to tasks, it's some sort of hidden facility feature there?

Ok, found the reason why this happens, problem is in FacilityTypes.xml, </FACILITYTYPE> tag that should close up the Mine type facility on line 305 seems to have wandered to line 387, in the middle of Boxing club entry. Putting it in the right place seems to correct the endless energy problem.

Purely for completeness sake, let's add two small problems that don't really have any influence on gameplay:

1) Carlo seems to be stuck on first part of his speech (I believe you know of us....), just repeating it endlessly
2) Tabuk DMR rifle takes only one attachment, the ON-M99 scope. If that is intentional, than the scope goes into the wrong slot (the stock one, not that one that scopes usually go into). Or maybe it is just an artifact of bigger error with the rifle, and it should accept more attachments, wouldn't know

I got an old save just before meet Skyrider it's ok? or before start the quest?

Yes, I believe that it should work but any save without him in the helicopter should work as well in case you have more recent saves. As long as you haven't put him in the helicopter, the save should be fine. I don't remember how long he had been in that position but I had to get a save that was 6 (in-game) days back.

It wasn't working even with a previous savegame
i got rid of the problem escorting him to Drassen airport and unescort him right in front of the helicopter
immediatly after, talking with him again triggered his dialog and he acted normally like always used to be....well except he joined my team without even asking him =)

It wasn't working even with a previous savegame
i got rid of the problem escorting him to Drassen airport and unescort him right in front of the helicopter
immediatly after, talking with him again triggered his dialog and he acted normally like always used to be....well except he joined my team without even asking him =)

Exactly that for me too.

To be more precise :
Type "4" didn't work with an existing savegame, even before meeting him. His name is still yellow and he bugs in front of the chopper.
You have to go on strategic screen and change his status to "unescort". Beware ! Do not dismiss him (clicking on contract), the game will crash.
Then on tactical screen, talk to him and he will resume the monologue.

I think there is a problem with covert ops/spy skill
when my merc disguise and the equip is too advanced or there is another problem with the disguise there are messages spam that goes in loop and will not stop until my disuise become OK.

I managed to save up some money and treat myself with a SEAL upper reciever for the M4A1 but I can't merge them together? I open the inventory but nothing happens when I try and put them together. Bug or am I a bit dumb?

Hey Massiive, more than likely an attachment bug, we had a number of items and attachments broken with xml editor, and some migration issues. Thanks for flagging it though, so we can add that to the list to investigate.

I'm guessing it might be the gun itself rather than the attachments you're trying to add to them unfortunately.

Actually looking at the attachments now that gun has heaps of options, but unfortunately attachment 2804: the Upper SRR Barrel Kit is not one of them at the moment. I'm not sure if I give you an updated items xml if this will fix things with your current save, a coder will be able to advise.

It might be wise to just wait for the next build, as we have a number of bugs that are being fixed.

I'm not sure if I give you and updated items xml if this will fix things with your current save, a coder will be able to advise.

Items.xml should be "updateable" without starting new game or something like that, it is not one of those things that are read once and then kept in the savegame or whatever, so changing it should work at any point

I'm not sure if I give you and updated items xml if this will fix things with your current save, a coder will be able to advise.

Items.xml should be "updateable" without starting new game or something like that, it is not one of those things that are read once and then kept in the savegame or whatever, so changing it should work at any point

That sure sounds interesting could we possibly get a updated items.xml file where we could try this? It would be pretty easy to just copy a backup if it doesnt work? Don't want to sound to eager, it's just that I not really in a mood to start over again at this point

LatZee wrote on Tue, 17 January 2017 15:16

The only problem is that it should be in a different xml, Merges.xml so all in all, it's probably best to wait for a complete new version rather than throwsing around dozens of different xml files piecemeal

is it possible for someone to check if it's any "easier" task to fix? If it's possible for a donkey like me to do the changes myself if someone tells me how?

I'm not sure if I give you and updated items xml if this will fix things with your current save, a coder will be able to advise.

Items.xml should be "updateable" without starting new game or something like that, it is not one of those things that are read once and then kept in the savegame or whatever, so changing it should work at any point

That sure sounds interesting could we possibly get a updated items.xml file where we could try this? It would be pretty easy to just copy a backup if it doesnt work? Don't want to sound to eager, it's just that I not really in a mood to start over again at this point

LatZee wrote on Tue, 17 January 2017 15:16

The only problem is that it should be in a different xml, Merges.xml so all in all, it's probably best to wait for a complete new version rather than throwsing around dozens of different xml files piecemeal

is it possible for someone to check if it's any "easier" task to fix? If it's possible for a donkey like me to do the changes myself if someone tells me how?

Ctrl+D and Ctrl+Alt+D don`t work at my end when the Zombies fight with the Army and my mercs are only able to hear ongoing fight behind the building/wall/out of los. Despite pressing the first and the second combination of keys and despite the game displayes the proper information of skipping further interrupts, the information is in orange, almost every few burst or scream there are interrupts. Although I haven't tried this keyboard shortcuts without zombies.

Among other attachment problems, the .50 beowulf rifle cannot be transformed into the C-MAG version with its proper adatper.
The C-MAG version has no attachments defined, by the way.

Grab the latest merges xml and attachments xml below and overwrite the ones you already have in your DataAIMv53/TableData/Items folder. This should fix the Beowulf and Massiive's Seal rifle. These are untested so maybe back up your current files first, before overwriting them.

- When entering I15 from the west (I14), enemy turn started immediately, and locked up very early with and infinite clock cursor and the progress bar not moving.
Coming from the north (H14), i didn't have this problem. The only difference (i guess) was that bloodcats couldn't see me when coming from the west and tried to attack Joey, while from the north i had immediate contact and they came to my mercs.

- This one i'm really unsure it's from the mod. I quite regularily have a game lockup on strategic map. It's noticeable because the music tracks don't follow up, and when i come back on tactical, the mercs can't move. I think it's win 10 related (i use the wine files fix).

BAR M1918A1 had bipod and the lmg in the picture looks like it has got it as integral part. However haven`t look at stats to check if it is reflected.

BTW I do love the sound of the mg.

BAR like Steyer Aug A1 and Leonidas Noveske is not a buyable weapon by Tony (those three don`t accept any attachments, if it does matter). Also SKS PU which accepts a few attachments and Tabuk are not accepted by Tony. Normal SKS could be sold to him. Fixed.

I think we may need to look at getting them fixed another way as this is limiting my time on other stuff I should be doing like art and map updates. These attachments are also basic, and not heavily researched so there still may be some inaccuracies.

It seems like the items duplicate in some sectors, for example in b13 and in the sector where Tony has his business. I have an AK-103, syringe and a NVG 1 get duplicated each time i open the item menu.

I can't put on different uppers to the HK417 nor the M4A1. I can put on the SEAL upper to the M4A1, but I can't put on any scopes or such. The bushmaster upper can't be put on at all.

Just few things i found out:
- Sometime it's impossible to hit the target even with 99% CTH, i can't replicate the bug, but often happen the first time a merc see a enemy.
- Another strange behavior, sometime there are weapons drops with 0% maximum durability but their status is around 70-99% so they are usable they just can't be repaired when they get damaged.
- I don't know if this is a feature or not, but when a merc wear a backpack all enemies will see him much further like he get a camo penalty, if this is a feature it should atleast be stated in the advances properties page of the backpack.
- If one of your cities/sams with militia get attached while you are in tactical screen the game will CTD.

Another strange behavior, sometime there are weapons drops with 0% maximum durability but their status is around 70-99% so they are usable they just can't be repaired when they get damaged.

Most likely weapons that were given to enemy in map editor before 7609, so they don't have max repair level set correctly.
You can use local mechanics to repair such weapons.

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I don't know if this is a feature or not, but when a merc wear a backpack all enemies will see him much further like he get a camo penalty, if this is a feature it should atleast be stated in the advances properties page of the backpack.

It's not a feature of backpack but feature of 1.13 sight system.
Ja2_options.ini

; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
COVER_SYSTEM_LBE_EFFECTIVENESS = 50